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  • File : 1266623209.jpg-(161 KB, 659x900, abandoned_spacestation.jpg)
    161 KB Official /3/ Vidya Gaem thread part 2 Anonymous 02/19/10(Fri)18:46 No.39976  
    Previous thread is on autosage and can be found here for reference until it's pruned. >>37555

    Game engine has been settled on Unity (http://unity3d.com/). Pretty much every other aspect of it is still up for debate.

    So... debate!
    >> Anonymous 02/19/10(Fri)18:54 No.39981
    Unity is fine for small games/iPhone games
    If you want something big you should use udk though.
    >> Anonymous 02/19/10(Fri)18:55 No.39982
    >>39981
    We want it to be finished. Large crowdsourced projects usually die on the vine. Plus UDK's a bitch to code.
    >> Anonymous 02/19/10(Fri)18:57 No.39984
    >>39982
    thats alright, I actually have some experience with Unity, so I'd join you if you manage to get some sort of concept done
    >> Anonymous 02/19/10(Fri)18:59 No.39985
    >>39984
    We've got a Google Wave up for extended discussion. Post up your e-mail and we'll send you an invite - plenty of concepts bouncing around. The trouble's settling on one.
    >> Anonymous 02/19/10(Fri)19:00 No.39986
    >>39985
    email is [email protected]
    >> Anonymous 02/19/10(Fri)19:01 No.39987
    Are the crew of the ship:

    Simply gone, vanished?
    Long dead, violent death? (ship in disarray)
    Long dead, peaceful death? (ship is tidy)
    Still alive, cryogenic suspension?
    Other ideas?

    Also, I started looking at Unity, and holy goddamn. I find the navigation a bit clunky (hard to tell where one object is positioned compared to another, but that could just be me). But the management of the different assets is cool. I'm excited to get scripting with it.
    >> Anonymous 02/19/10(Fri)19:02 No.39988
    >>39985
    "trouble"? Thats the FUN part!
    >> Anonymous 02/19/10(Fri)19:05 No.39994
    Everythingwentbetterthanexpected.jpg

    Seriously, as a professional developer (and someone who's worked on some minor vidya), when I saw people calling for a full-blown engine (or even in-house development), I thought the whole thing would die before it made it's first steps.
    Unity has an emphasis of getting shit out early, and "release early and release often" is the most important thing for colaborative projects.
    So good choice I say
    >> Anonymous 02/19/10(Fri)19:07 No.39997
    >>39986
    Wave invite sent. When you get your Wave e-mail set up, post it here and we'll permission it to the Wave. (Why yes, I /am/ starting to regret choosing an invite only collaboration solution. Why do you ask?)

    >>39987
    I find it a bit difficult to figure out exactly where and object is, too - the fact that they don't get occluded by other geometry makes it difficult to get a sense of dimension. Two things I find incredibly helpful: If you hold down the right mouse button your editor camera functions like a First Person Controller - WASD moves and you point yourself in a direction with the mouse; Pressing 'F' focuses on whatever you have selected, like pressing 'Z' in 3D Studio Max.

    For all its failings, I really like how accessible Unity is. We have at least seven people capable of contributing script, which was my biggest concern. Now that the backend is covered we can start focusing on the concept and, ultimately, actually start challenge threads for models here on /3/.
    >> Anonymous 02/19/10(Fri)19:14 No.40005
    >>39987
    Looooong dead. Ship isn't ransacked, but looks like it was left in whatever condition it was being lived and worked in - some things are probably still stuck in partial completion forever. Half-finished reports lie on desks with the pen tips still resting on the unfinished word, that kind of thing. Make it sort of spooky in a "what the fuck happened here" way. Also lots of ambient sounds - creaks and groans and occasional clatters of metal as something falls from a shelf somewhere nearby.

    Don't have any good ideas on WHY they're gone though. But that's my vote, for whatever it's worth.
    >> Anonymous 02/19/10(Fri)19:18 No.40009
    This is my current understanding of the general consensus for the AI:

    Start off alone, until you solve the puzzle of activating the AI
    The AI is dumb at first, but gradually gains intelligence as you repair its different systems
    The AI has a section of the ship where it is always "available" or has a presence in, a kind of home or base the player will travel back to/through

    Outside this area, the AI is unavailable, except for periodic contact at certain points, instigated by the AI.

    Eventually the AI is shut down, or killed, or otherwise destroyed, by the players actions, necessary to some higher goal. Or the AI was dying anyway, and the player does what he can for the AI to complete its tasks before it dies.

    Approximately right?
    >> Anonymous 02/19/10(Fri)19:18 No.40010
    Have you decided on the genre? something small would be preferable, but certainly not a Shooter, Panic, or Puzzle game, that is like every Indie game out there, no matter what you do It will not stand out.

    Of the Short games, while not Rare, Fighters are a bit less frequent than Shooters, panic games are some of the easiest to make but are incredibly boring in the long run and rarely leave any lasting impression, Puzzle games may be simple and can be immersive if done right, but they generally require the greatest amount of planing and effort so probably not something that should be /3/'s first project, Shooter I guess would also be simple but there are just too many awesome free variants already.

    My recommendation would be a Fighter, party-style, so rather than serious SF style, I would recommend you go for a more of smash bros. style of gameplay, Fun, easily accessible, memorable if done right, gameplay a bit on the rare side in the indie community, and one of the easier types to make, Possibly 4ch themed, god knows every other day there's a thread on one of the boards about this.

    Another alternative I always considered good is an anti-g racing game, though that would require quite a bit of work.
    >> Anonymous 02/19/10(Fri)19:19 No.40011
    >refreshing every 4 seconds waiting for wave-invite
    >> sage sage 02/19/10(Fri)19:20 No.40012
    >Game engine has been settled on Unity (http://unity3d.com/)

    Took you this long to figure that out? Fucking sage

    Could be that you're all full of vague, useless ideas glossed over with bravado
    >> Anonymous 02/19/10(Fri)19:20 No.40013
    >>40010
    > Suggesting a fighter
    You think most of /3/ can model and rig a humanoid character that doesn't look like crap?
    >> Anonymous 02/19/10(Fri)19:21 No.40014
    >>40013
    well, some of us actually can
    >> Anonymous 02/19/10(Fri)19:22 No.40015
    Dorf.obj has to make a cameo
    >> Anonymous 02/19/10(Fri)19:23 No.40016
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    > sage

    You keep using that word. I do not think it means what you think it means.
    >> Anonymous 02/19/10(Fri)19:24 No.40017
    Unity is pretty awesome for an engine - especially with the additions of 2.6.1

    We're aware that networking is still goofy as bugfuck though, right?

    Or does someone here have chains around that beast?
    >> Anonymous 02/19/10(Fri)19:24 No.40019
    >>40013
    What is the point of working on a project that will not push your skills to the limit and force you to learn new talents? if you have no new knowledge to show at the end of it all, what good is it? it's a free game, gaining knowledge from work on it is your only real payment.

    after all, what use is an artist who's complacent (word of the day calendar lol) with his level?
    >> Anonymous 02/19/10(Fri)19:26 No.40020
    Should make it like a multiplayer frogger type game. As long as 1 of your mates makes it to the other side, you move onto the next round, which progressively gets more difficult. Would be simple, and addictive.
    >> Anonymous 02/19/10(Fri)19:26 No.40022
    Can I do the music/sound for it? I might not be a 3d modeler, but I do want to get into sound design for games, film or television.
    >> Anonymous 02/19/10(Fri)19:27 No.40023
    Regarding items:

    The bot can scan any mesh, other than basic level geometry (walls, floors?) and gather information about the modeller, contact info, and a blurb about what the bot thinks the object was used for.

    How is scanning items going to work into gameplay? Is it like a resource you can spend to unlock new areas? Does scanning an item allow you to replicate new ones as solutions to puzzles (I forget how anon phrased it)? Or will scanning items even impact gameplay at all?
    >> Anonymous 02/19/10(Fri)19:27 No.40024
    >>40020
    Me again, if you guys decide to do something like this Id happily do the modeling.
    >> Anonymous 02/19/10(Fri)19:29 No.40025
    >>40019
    No, you're absolutely right. You have to keep pushing the envelope or you're no better than your typical dA queen. Thing is that there are like... A LOT of newbies to 3D here. Like a whole lot. Modeling structural assets - crates and tables and maybe if they're adventurous some complicated machinery - is challenging for them. Since there are likely a whole lot more of them than there are of capable, seasoned artists lurking here (you guys exist, I'm certain, you just seem to be in the minority), it makes sense to have the primary model types needed be something everyone can help with.

    Not that the fantastic artists still can't contribute cool shit, of course. I'm hoping they do.
    >> Anonymous 02/19/10(Fri)19:30 No.40026
    >>40022
    Fuck yes. We have ZERO sound guys right now. No music, no sfx - how're we supposed to create an immersive atmosphere in silence? You're totally welcome to contribute. Got a link to some of your stuff?
    >> Anonymous 02/19/10(Fri)19:35 No.40027
    [email protected]

    I'm curious to witness this project wither and die first hand.


    loljk.
    >> Anonymous 02/19/10(Fri)19:43 No.40031
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    FUCKING DINO CRISIS REMAKE, WHO THE FUCK IS WITH ME? SCRIPT IS ALREADY WRITTEN, MUSIC MADE, SOUND EFFECTS AND SPEACH? ALREADY FUCKING MADE!! AND WHAT IS THIS SHIT? EVERY LEVEL MONSTER WEAPON AND CHARACTER IS ALREADY MADE!!

    1:GO TO THAT BITCH
    2:RIP EVERYTHING
    3: RE-ENCODE MUSIC, SPEACH, AND SPECIAL EFFECTS.
    4: TAKE EXISTING BACGROUNDS AND MAKE HIGH-RES VERSIONS
    5:TAKE EXISTING CHARACTER ENEMY AND WEAPON MODELS, IMPORT INTO MAX/MAYA AND UP THAT BITCH'S DETAIL!
    6:PUT EVERYTHING BACK TOGETHER IN YOUR ENGINE
    7:???
    8: FUCKING CEASE AND DESIST FROM CAPCOM, HELL YEAH BITCH!!
    >> Anonymous 02/19/10(Fri)19:45 No.40033
         File1266626718.jpg-(23 KB, 480x360, WURSTREITER.jpg)
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    >>40031
    >> Anonymous 02/19/10(Fri)19:57 No.40042
    >>40031
    fucking lulzy this is the best idea
    >> Anonymous 02/19/10(Fri)19:59 No.40046
    >>40031
    Better idea. The original one is just a poor man's Dead Space.
    >> Anonymous 02/19/10(Fri)19:59 No.40048
    >>40026
    Wow, first time I tried to respond 4chan killed my post.
    Some of my older stuff is here. http://www.acidplanet.com/artist.asp?songs=244720&T=9800
    I apologize ahead of time if it doesnt play for you. I don't like this site either, I need to put HQ versions on youtube or something.
    I have experience with tight deadlines, just last term I was asked to produce station IDs for my campus community radio station. Made about 10 in two weeks.
    >> Anonymous 02/19/10(Fri)19:59 No.40049
    >>40046
    Never played Dead Space. Wasn't that a shooter?
    >> Anonymous 02/19/10(Fri)19:59 No.40050
    Why hasn't anyone made a good lightsaber battle game hmm?
    >> Anonymous 02/19/10(Fri)20:02 No.40051
    >>40050
    like jedi academy?
    >> Anonymous 02/19/10(Fri)20:09 No.40055
    >>39997
    alright Im on wave, I chatted you up
    >> Anonymous 02/19/10(Fri)20:11 No.40056
    >>40050
    Jedi Knight II
    >> Anonymous 02/19/10(Fri)20:18 No.40063
         File1266628698.jpg-(41 KB, 411x334, 1265048882520.jpg)
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    >>40031
    >>40042
    >>40046
    FUCK YEAH BITCHES! I AM THE FUCKING TOM CLANCY OF GAME IDEAS!
    >> Anonymous 02/19/10(Fri)20:19 No.40065
    >>40049
    Shooter/Action game aboard a spaceship/station that's in a state of decay while alien lifeforms infest it.
    >> Anonymous 02/19/10(Fri)20:21 No.40067
    >>40065
    Cool. All I remember is your guy has a welding torch, which sounded kind of awesome. We're pushing for a non-combat puzzle/adventure game, so there wouldn't be gunplay or critters who want to eat you, which seems like it's enough to separate it from Dead Space. Maybe not though, like I said, never played it.
    >> Anonymous 02/19/10(Fri)20:24 No.40069
    >>40067
    That would separate it. I haven't played Dead Space myself, so I don't know how much puzzle-solving is involved.
    I suggest the ship actually gets operational again sometime in the game and the excitement picks up as you get to plot a course to a habitable planet or station.
    >> Anonymous 02/19/10(Fri)20:25 No.40070
    Looking for a new project, send me an email at [email protected]
    >> Anonymous 02/19/10(Fri)20:25 No.40071
    >>40069
    >>40067
    There is no puzzle solving in dead space, the game is literally Resident Evil 5 in space, the only difference is that its not umbrella corp. but an alien artifact that's making mutants this time.
    >> Anonymous 02/19/10(Fri)20:31 No.40077
    Dear god a game with better graphics than Crysis

    It would be the next big benchmarking game
    >> Anonymous 02/19/10(Fri)20:35 No.40081
    >>40077
    The next benchmarking game is going to be Real Kanojo

    OS: Vista SP2 64bit
    CPU: Core i7 920 @ 2.67GHz
    GPU: GeForce GTS 250
    Memory: 12GB

    and those system requirements are enough to run it at 1280x720 @ 20fps
    >> Anonymous 02/19/10(Fri)20:45 No.40089
    >>40048 Here again.
    I have google wave already, [email protected]
    So hit me up, unless you think I'm shit.
    >> Anonymous 02/19/10(Fri)20:49 No.40090
    Let's make a zelda-like adventure game.
    >> Anonymous 02/19/10(Fri)20:50 No.40092
    >>40089
    Invited. I don't actually know if you're shit or not. Your tracks wouldn't play.
    >> Anonymous 02/19/10(Fri)21:36 No.40118
    >>40090
    NO

    UNLES ITS A MIX BETWEEN GEARS OF WAR AND ZELDA

    GEARS OF HYRULE
    >> Anonymous 02/19/10(Fri)21:57 No.40122
    curious codefag here, invite me at [email protected]
    >> Anonymous 02/19/10(Fri)22:00 No.40127
    I have a great idea for a game, and unless the idea is already decided upon, I'd be willing to type it up tonight. If we do have an idea already, I'd be willing to try and do some work for it. But I think m,y idea could really allow /3/ to shine in every aspect.
    >> Anonymous 02/19/10(Fri)22:04 No.40132
    >>40118
    KID FENIX, YOU MUST SAVE PRINCESS LINK FROM THE TRIFORCE OF LOCUST. HERE IS YOUR FAIRY DOM TO GUIDE YOU.
    >> Anonymous 02/19/10(Fri)22:09 No.40138
    >>40132

    Hey! Listen! Hey asshole, I'm talkin' to you!!
    >> Anonymous 02/19/10(Fri)22:38 No.40155
         File1266637121.png-(14 KB, 1553x537, skills.png)
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    Well guys I think we're fuckin set on programmers, don't you? Goddamn.
    >> Anonymous 02/19/10(Fri)22:56 No.40162
    I thought we settled on Noirbot. Because Noirbot.
    >> Anonymous 02/19/10(Fri)23:07 No.40168
    add meh plz [email protected]
    >> Anonymous 02/19/10(Fri)23:13 No.40175
    http://www.bigworldtech.com/index/index.php

    Just throwing that out there. Mainly used for an MMORPG. But its pretty amazing....
    >> Anonymous 02/19/10(Fri)23:16 No.40177
    >>40155
    No, just on people who THINK they're programmers.
    >> minifig !!6Ix9SlLn6Rn 02/19/10(Fri)23:21 No.40181
    >>40177
    correct anon is correct
    >> Anonymous 02/19/10(Fri)23:24 No.40182
    I think enough ideas have been tossed around that we can narrow them down and choose one. Holding a vote in the Wave, but if there's a consensus reached here in the thread that'll hold a /lot/ of weight. For all those that are against the "pretentious" Noirbot concept, band up and support some other idea. The more that are against it, the less likely we are to do it (and vice versa).

    If you'd like to cast your vote in the Wave, as always post up your e-mail or Wave e-mail here so we can get you in.
    >> Anonymous 02/19/10(Fri)23:37 No.40196
    >>40175
    http://kranzky.rockethands.com/2010/02/13/interzone-the-downward-spiral/

    Fuckers don't deserve to be used!
    >> Anonymous 02/19/10(Fri)23:44 No.40208
    >>40196
    That's a really terrible site. They need to post a summary up at the top, because that shit is seriously tl;dr.
    >> Anonymous 02/20/10(Sat)00:29 No.40259
    >>40182
    I'm excited to see the ideas and help! [email protected]
    >> Anonymous 02/20/10(Sat)01:02 No.40277
    >>40259
    Invite sent. I'll check back periodically to see if you've received it. If your Wave e-mail is somehow different from your GMail, let me know.
    >> Anonymous 02/20/10(Sat)03:39 No.40359
    Requesting an invite.
    >> Anonymous 02/20/10(Sat)03:47 No.40362
    >>40010
    The only thing is not many people want to make a game full of memes and what not (including me) as for the rest, I think this would be better than making a platform type game because looking at user contributions on game engine sites, it seems everyone makes them. Also if we are able to set the mood right and portray the theme well, then it should be fairly memorable, at least for /3/ it will.
    >> Anonymous 02/20/10(Sat)03:51 No.40364
    >>40023
    The idea is that scanning objects will allow the robot to determine things like what it is made off, possible use (to solve puzzles) and possible combinations of objects to create new things. Well that's what i've gathered from it so far. It's also up for debate whether there should be the creation of "fun" objects, for comedic reasons only.
    >> Anonymous 02/20/10(Sat)04:01 No.40369
    > It's also up for debate whether there should be the creation of "fun" objects, for comedic reasons only.

    Before we get into a big argument about whether that will affect the atmosphere in a positive or negative way, I should point out that that's a pretty small detail in the grand scheme of things. A feature that could be added or removed fairly easily. So nobody get too upset if nothing gets decided on it right away.
    >> OntologicalShock !!JudlmVwv7cv 02/20/10(Sat)04:06 No.40370
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    >>40046

    I believe you mean't to say:

    >a poor man's System Shock 2
    >> Anonymous 02/20/10(Sat)04:06 No.40371
    Random idea (also posted in wave):
    maybe there could be a more common goal other than "fix things" for example: this robot could be a personal robot assigned to a specific type of worker, or a research robot assigned to a scientist (or prototype robot created by a scientist) then all of a sudden there is a crash (or it continues floating through space) but for some reason or another the humans have disappeared/been killed. This prototype/research robot has been programmed to be switched on for maintanence atleast once and week and after so many weeks of not being switched on it goes into survival mode i.e. automatically switches on with the primary objective of assessing the current situation and the reason for the inconsistant maintenance. This can lead the story on a general path of the robot analysing things (for example, a couch that looks like it has/hasn't been sat in recently thus deducing level of human activity; not the best example but its just to make a point) and surveying the whole spaceship/repairing areas where required to gain access to new segments. It can also reveal an uncertain attachment between the robot and its owner/master/creator some sort of programmed obligation/anomaly that causes it to feel distress (in some sense or another) in the absence of its owner thus intensifying its desire to figure out what happened. These are just some random ideas feel free to pick things apart if you want or extend on it.
    >> Anonymous 02/20/10(Sat)04:13 No.40373
    >>40371
    Kind of flies in the face of the "absolutely detached from humanity - only glimpsing them through the state of the possessions they left behind" motif that's currently popular, but I like it. I wonder though, if there are people milling about and you're trying to find them, that makes things a little more story-driven, doesn't it? It's not as easy to keep the player's options open since their pacing is directly, or maybe indirectly, intertwined with that of the surviving NPCs.
    >> Anonymous 02/20/10(Sat)04:21 No.40375
    >>40373
    I'm not sure if it would be a search for surviving humans, more so just analysing what has happened to the, like the player doesn't have to search for anything in particular, but maybe scanning particular items reveals things/interesting facts about possibilities. it could be made as more of a side story, something the player can choose to follow or not, just for the purpose of personal enrichment. It could be somehow combined with the current general idea to make something different, I just like the idea for there to be a more specific reason why the robot is looking around the ship, otherwise...why after millions/thousands of years on this ship is it only booting up? I think it just has the potential to add to the story, but the main story doesn't have to be based off that idea.
    >> Anonymous 02/20/10(Sat)04:28 No.40376
    >>40375
    If it's a recent disappearance, the feel is less archaeological and more typical investigative. The former seems more original. Another anon posted in the previous thread that the scout could be part of an automated routine that's been going on for a really long time. That there was no greater meeting to the investigation - it just so happened that for a brief while the histories of the two entities brushed together.

    Here it is. >>39267 and >>39180
    >> Anonymous 02/20/10(Sat)04:45 No.40378
    >>40376
    Yeah that is a good point. Honestly i think either way is good, I do like the idea of it just being random investigation, just thought it would be interesting to incorporate some sort of human connection to the robot, though i think it may make it a bit too complex for our purposes as it has to tell a much greater story (for example, if both ideas are merged, maybe someone who was on this ship was a father and now his son is the captain of his own ship trying to find out what happened to his dad). However the idea that it's the corporation that owns the ship (sort of) assessing the ships condition is pretty interesting too, or would at least make for good gameplay. But I think we need to decide if we are focusing more on some elaborate story (which i think will be less likely) or more on setting a general theme and getting that across to the player.
    >> Anonymous 02/20/10(Sat)04:55 No.40380
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    >>40378
    Crushing abject loneliness can't really happen if there are humans involved in any kind of prominent way.

    The idea's good, but it's definitely a departure from the original atmosphere folks were cultivating (Pic related.). We shouldn't half-ass it with some compromise meant to placate both parties. Do one or the other. If you mix 'em, the feeling's fucked.
    >> Anonymous 02/20/10(Sat)04:59 No.40381
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    Heres the general 'idea' that I have of this game in my head.

    You are a robot of some variety, you were activated by an automated system. You are alone i the game, apart from the AI companion.
    The entire human race was wiped out an unspecified but extremely long time ago (could be 10 years, could be 10 million years). There are no remnants of them at all on the craft.

    The ship itself is vast and complex, and has fallen into extreme disarray. Systems and whatnot have failed making it challenging to even navigate the craft without some kind of repairs.

    Should we take the path of a repair bot, who is the last of many bots who have been maintaining the ship, then your main task is to repair and keep it running for as long as you can.

    Should we take the path of the scout bot, possibly sent before the wiping out of the human race to investigate the craft, your main task will be to explore and discover what has happened to the ship (unsuccessfully, the game is unwindable in this sense)

    The main theme of the game is what will happen to everything we have created once we are gone; and we will use the loneliness and desolation of the bot to emphasis this.
    >> Anonymous 02/20/10(Sat)05:08 No.40382
    >>40380
    Agreed. It really needs to be focussed for maximum effect and looking at it, no human contact certainly provides a lot more room sell loneliness. So I think that where my vote is gonna be now. I think we are close to reaching a decision or at least finalising it because most of us seem to agree on the main idea now.
    >> Anonymous 02/20/10(Sat)05:13 No.40383
    >>40381
    The repair bot is compelling because in the end its going to fail anyway, which is a strong emotional message to send, however it terms of the repairs, they will have to rather complex (difficult puzzles) otherwise the game will seem pointless. The scout bot seems to be the better choice though because it will have to carry on with the duties of the repair bot (fix certain parts of the ship to gain additional access) but will also have the added task of analysing many objects, which for the repair bot, there is no real incentive to analyse/create new objects.
    >> Anonymous 02/20/10(Sat)05:16 No.40384
    >>40383
    Well remember the AI that would usually coordinate the repair bot, but its all fucked up, so the repair bot is pretty much by itself to do shit.

    We could work into the story that it has to analyse objects to find out what they are for.
    >> Anonymous 02/20/10(Sat)05:33 No.40388
    >>40383
    Not to mention that the scout's primary goal being to analyze objects falls pretty close to the project's original goal of being an interactive art gallery.
    >> Anonymous 02/20/10(Sat)05:48 No.40394
    so your a robot probe, and your gorl is to go and explorate the space ships
    then you die
    >> Anonymous 02/20/10(Sat)07:09 No.40420
    >so your a robot probe, and your gorl is to go and explorate the space ships
    >then you die

    I lol'd so much harder than I should have.
    >> Anonymous 02/20/10(Sat)07:30 No.40435
    >>40394
    I loled
    An interesting way to put it.


    On a side note, its kinda inevitable that your character in a game dies, its just that most games end with you defeating the big bad. The idea is that this one will end when you die instead.
    >> Anonymous 02/20/10(Sat)07:45 No.40443
    what say you about the addition of some rules regarding the mechanics of the game?

    my suggestion:

    no guns.
    >> Anonymous 02/20/10(Sat)07:54 No.40450
    the ship could say be a generation collonization vessel, essentailly a ship that because we cant reach ftl speeds, will house a population of thousands on it with whole generations occuring onboard till the destination is reached.

    this would allow for the variety of items on the ship etc as people would bring personalised items with them

    the people could have just simply died out (ofc this would not be show at start) through genetic problems etc, ina closed society such as the ship, genetic problems would be far more commonplace, esp a ship on a 5-10 000year voyage

    the droid would just be a automated repair droid, the last one on the ship, the AI had been very sparing with their usage, but due to crippling system failure had to bring out its final bot (maybe like the last of 5000 to emphasise the ammount of time passed) robot goes around fixing systems, but ofc it cant repair a whole colonisation vessel, and eventually on the last challenge, we make it impossible (literally) to win, with just every single system falling into disaray, and finally the Ai on the ship shutsdown, all powergoes out, and the bot is left alone untill it too becomes destroyed

    anyways, just my 2c, im no game dev or writer but think it would be a cool explanation and allows for anything we want
    >> Anonymous 02/20/10(Sat)07:55 No.40452
    >>40443
    There is no combat as of yet, guns are uncessecary. However there could be an armory for guns to be displayed, since i sense people would like to model gunzzz.
    >> Anonymous 02/20/10(Sat)08:01 No.40455
    So far its five votes for being an alien probe, and no votes yet for being a maintenance bot, but we're still missing like thirteen votes. Go on the wave and cast your vote.
    >> Anonymous 02/20/10(Sat)08:02 No.40457
    >>40443
    I'm hoping for no enemies at all. Just you vs. the environment.

    But like >>40452 said, there's almost certainly going to be a (probably well stocked, knowing /3/) armory, since that seems to be a favorite subject. I don't blame them, either - guns can look very interesting. Would be cool to see some armor and mecha and small spacecraft too.
    >> Anonymous 02/20/10(Sat)08:03 No.40458
         File1266671018.jpg-(59 KB, 300x298, Ironhelixcover.jpg)
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    This sounds vaguely similar to Iron Helix.
    >> Anonymous 02/20/10(Sat)08:17 No.40463
    >>40458
    Sorry, i havnt memorised every sci-fi piece of media, care to elaborate?
    >> Anonymous 02/20/10(Sat)08:18 No.40465
    >>40457
    > guns can look very interesting. Would be cool to see some armor and mecha and small spacecraft too.

    Sounds more like an invasion craft.
    >> Anonymous 02/20/10(Sat)08:20 No.40466
    >>40465
    Eh, if it's a huge colony ship that's meant to house hundreds of thousands of people you're probably going to need some gear to keep the peace. Oh that would be awesome. Police Mechs. Uh, anyway, yeah, there can be alternatives to the presence of weapons besides the typical "We're invading/attacking someone else we're at war with/are about to start a war with" scifi cliche. We should try and avoid as many of those as we can.
    >> Anonymous 02/20/10(Sat)08:28 No.40469
         File1266672527.jpg-(30 KB, 500x341, Robocop-1987-OCP_prototype.jpg)
    30 KB
    >>40466
    DROP YOUR WEAPON YOU HAVE TWENTY SECONDS TO COMPLY
    >> Anonymous 02/20/10(Sat)08:29 No.40470
    >>40466
    Could even be worker mechs.

    Who needs a crane when you have a 100ft tall mecha?
    >> Anonymous 02/20/10(Sat)08:45 No.40474
    Sorry, I meant to say >>40381 sounds vaguely similar to Iron Helix.

    The premise of Iron Helix is that a military ship malfunctions during a practice run, causing it to go for a live target. At the same time, an unknown virus infects the crew, causing their immune systems to severely weaken and, more importantly, causes a mutation in their DNA. As a result, the ship's defense system kicks in, no longer recognizing its own crew, and decimates it with a robot known only as the defender.

    You play as an explorer bot that can only take biosamples and interface with some of the ship's systems. Your goal is split into 3 phases: 1. obtain DNA samples throughout the ship to gain access to the ship's systems, 2. use the samples to access computers containing clues and codes for operating different systems, 3. use the obtained clues/codes to a. disable the defender (who will otherwise override your commands), b. put the ship into self destruct mode.

    At the end of the game if you succeed, instead of going home and being decorated as a hero, you're captured and interrogated for what you know of the Iron Helix project.

    http://en.wikipedia.org/wiki/Iron_Helix
    >> Anonymous 02/20/10(Sat)09:54 No.40505
    Thanks to whoever kicked me the wave invite. Need one to the group now. :3
    >> Anonymous 02/20/10(Sat)10:05 No.40506
    >>40505
    Whats your wave email?
    >> Anonymous 02/20/10(Sat)10:06 No.40507
    pls wave
    >> Anonymous 02/20/10(Sat)10:12 No.40510
    >>40450
    I agree with the ending part, i think it would be great if the ship started failing (perhaps you get can't in the gravitational pull of a plant or sun etc... with no way to safely avoid it/survive) and the AI had to keep telling u to go to different places for you to repair things non stop but at the same time it starts cutting out and fragments of information are lost, it could then end with you being sent to the bridge of the ship to fix something and then the doors failing so you can't leave, and then the games ends with you watching as the ship crashes into the burning sun/planet whilst you can't do anything to escape. as an extra we could have all sound fade out and then some epic music starts playing (maybe some mozart?), something very sad obviously.
    >> Anonymous 02/20/10(Sat)10:16 No.40513
    >>40505
    You've been added to the Wave for a while now, I think.
    >> Anonymous 02/20/10(Sat)11:37 No.40551
    >>40507
    Invited to wave

    ill invite you to THE wave once thats accepted
    >> Anonymous 02/20/10(Sat)12:56 No.40579
    >>40576
    Same here. Would be interested, already have a wave-enabled gmail account (and could use my invite to get more guys into Wave, if necessary), but I'd rather like to avoid posting my main e-mail here (not with all the assholes around). Is there another way to get into the Wave, or do I have to make another gmail account and invite myself to Wave?
    >> Anonymous 02/20/10(Sat)13:05 No.40589
    >>40576
    If it helps, I can program, map, script, edit textures, and do some minimal modeling.
    >> Anonymous 02/20/10(Sat)13:13 No.40595
    >>40589
    Removing email until someone here posts that they can invite me to the dev wave.
    >> Anonymous 02/20/10(Sat)13:15 No.40597
    >>40595
    Post your email, I'll invite you
    >> Anonymous 02/20/10(Sat)13:22 No.40607
    >>40597
    I got invited after it was deleted, somehow.
    Meant to post but got distracted reading the wave.
    >> Anonymous 02/20/10(Sat)14:07 No.40631
    >>40579
    Seriously, no one cares, just post so you can get added already >_<
    >> Anonymous 02/20/10(Sat)21:09 No.40987
    Third page. Disappoint.
    >> Anonymous 02/20/10(Sat)21:14 No.40994
    Eh, it's Saturday. Apparenlty /3/pots have lives after all. Except for me, anyway.

    Voting's still going pretty steady in the Wave. "Scifi Puzzle/Adventure : Scout Bot" has the most votes. I'm really eager to get into planning the actual details, but figure it's best if everybody has an opportunity to have their say.
    >> larrybraverman !2T14yW4X02 02/20/10(Sat)21:17 No.40996
    wait how do we join?
    >> Anonymous 02/20/10(Sat)21:18 No.40998
    I'm asking /sci/ what their thoughts on colony ship travel are. Mainly, what a traveller on board would think about (so we have something to put in those half-finished letters)
    >> Anonymous 02/20/10(Sat)21:25 No.41000
    >>40998
    Yeah, that thread seems to be going really, uh... "well". The biggest conclusion I can draw from it is that /sci/'s got a severe tendency towards defeatism.

    >>40996
    It's Google Wave. You need a Wave account - if you have one, post it so we can invite you. If you don't, post your regular e-mail so we can send you a Wave invitation.

    Yes, it's a closed invite-only beta. Yes, it was retarded to choose it to coordinate this.
    >> Anonymous 02/20/10(Sat)21:31 No.41006
    >>41000
    Just make a wiki blog forum type thing then, Like /lit/s http://zinewritersguild.wikia.com/wiki//lit/%27s_Zine_Writers_Guild_Wiki
    Get
    >> Anonymous 02/20/10(Sat)21:33 No.41009
    >>41006
    Yeah, we've discussed it. One of the Waveanons has some webspace we might borrow from him. I just hate to move everybody after drilling the Wave so hard - moving shit around a lot is a good way to kill interest in a project.
    >> Anonymous 02/20/10(Sat)21:37 No.41012
    >>41009
    I don't think a one time move is going to kill it, the people who really want to be here wont care.
    Wheat from chaff.
    >> Anonymous 02/21/10(Sun)00:34 No.41135
    >>41012
    I agree, plus we will gain more members from the t/3/apots who didnt want to join the wave!
    >> larrybraverman !2T14yW4X02 02/21/10(Sun)00:42 No.41144
    >>41000
    i have over 40+ invites for googlewave if anyone wants them?

    mine is [email protected]
    >> Anonymous 02/21/10(Sun)00:43 No.41146
    What's the name of the wave?
    >> Anonymous 02/21/10(Sun)00:49 No.41156
    >>41146
    /3/ Project
    >> Anonymous 02/21/10(Sun)00:55 No.41162
    Can I be in on the invite?
    [email protected]

    Programming(Advanced) should get more love
    >>40155
    >> Anonymous 02/21/10(Sun)01:31 No.41187
    I don't think anything new happened today. I move we "call" the results of the vote soon and commit.
    >> Anonymous 02/21/10(Sun)01:38 No.41190
    >>41187
    The current issue's one of the more divisive ones. Thought it would be good to give everyone time to have their say.
    >> Anonymous 02/21/10(Sun)03:14 No.41255
    Invite to the Wave, please?

    [email protected]
    >> Anonymous 02/21/10(Sun)03:17 No.41264
    >>41255
    >>41162
    invited
    >> Anonymous 02/21/10(Sun)03:22 No.41269
    >>41264
    >>41162 here, thanks man.
    >> Anonymous 02/21/10(Sun)03:50 No.41288
    >>40013
    I can model and rig humanoids that don't look like crap.
    [email protected] is my email
    >(My wave account hasn't been "activated" yet
    >> Anonymous 02/21/10(Sun)04:00 No.41296
    >>41144
    [email protected]
    >> Anonymous 02/21/10(Sun)04:12 No.41307
    I saw the wave just now (thanks for the invite by the way) and it looks like the project hasn't gone beyond deciding the look-feel.

    Has player movement been finalized, at least (FPS/third person/spacecraft/point-click?) Assuming we're still working with Unity, I think a playable prototype should inspire creativity for all who are waiting and wanting in.
    >> Anonymous 02/21/10(Sun)04:15 No.41311
    >>41144


    chuck me a invite
    >> Anonymous 02/21/10(Sun)04:17 No.41314
    >>41309
    Probably.

    >>41307
    I am like 99% certain we're going with the scout bot, which means FPS movement, possibly in a "fly around" sort of way, though we might constrain it to hover a few inches above the ground just to save the level designers a headache.

    The wonderful thing about Unity is that the second we get a few 3D assets to drop in there we can hammer out a playable prototype in like... no time at all. That's not to say that we can snap our fingers and the game will be programmed - obviously there's plenty to write (environmental object behaviors, puzzles, the scanning system, and inventory system, a potential crafting system, etc.), but Unity does a lot of legwork for us. Like another anon mentioned before, it definitely supports the "release early, release often" method of development.

    As soon as the voting closes on the game premise, we could probably go ahead and start requesting the first batch of assets actually. God knows half of us are itching to get started - we just need to know /what/ to make.
    >> Anonymous 02/21/10(Sun)04:19 No.41317
    >>41144
    >>41144
    Programmer/Modeller here, invite plox!
    >> Anonymous 02/21/10(Sun)04:22 No.41320
    >>41307
    Judging from the concept art, it seems like a bot like that would have a full three degrees of freedom, XYZ (Descent?), but the levels would have been laid out for humans which move pretty much just in XZ. Of course if there are Zero-G parts, that would affect things too. . or if the player can traverse vertical air ducts. .

    Brings up a good point; does the ship have gravity? No, until you fix that aspect of it? I was worried about zero-G ragdoll physics until I realized we (probably) won't have any dead bodies floating around.
    >> Anonymous 02/21/10(Sun)04:29 No.41328
    Regarding the Wiki: It might be a good idea to have one or two designated Wikiteers who have access to the Wiki, to make sure only concensus content gets put in, ensure a consistant style, keep it clean/formatted etc.
    >> Anonymous 02/21/10(Sun)04:31 No.41331
         File1266744693.png-(26 KB, 1633x678, concept_voting.png)
    26 KB
    >>41320
    The plot will likely involve a mysterious disappearance of all crew, as though they just got up and left all of a sudden, not bothering to finish their morning paper or close the fridge door (not in a hurry mind you - things aren't disturbed in a way that looks like there was a rush. They just appear to have vanished), so there are no bodies to be found.

    Of course now that we have some character modelers who know a thing or two cropping up, maybe we could incorporate them in somehow, even if only in video data found stored in a long dead security camera or something. The important thing is that we hang on to that "Twilight Zone" feel we've got going for us. Creep-out factor should be high.

    Granted, that's all just speculation on my part. The voting could go another way, or it could stay the same but everyone else could have a different interpretation of it. I'm just parroting what's sort of been conjured up in the Wave so far.

    I know Unity can do ragdoll stuff, so we'd be okay even if we did have dead bodies. You bring up a really good point about gravity. We may want to just have it on to save on the amount of physics objects we have floating around bumping into stuff - might be cool to have chunks of the ship in zero-g though.
    >> Anonymous 02/21/10(Sun)04:32 No.41332
    >>41328
    Maybe even... three Wikiteers? :3c
    >> Anonymous 02/21/10(Sun)04:36 No.41336
    Posted in last thread before I noticed it autosaged:
    I can program in C/C++, a bit in Java/C# as well. Never worked with Unity, but I can learn.

    I've sent my anon email a wave invite, but I don't know how long that can take to receive. If I don't get in within a few hours, I suppose I'll just give out my real gmail.
    >> Anonymous 02/21/10(Sun)04:55 No.41353
    >>41336
    If you've ever tried any engine programming, you'll probably be pretty amazed with Unity.
    >> Anonymous 02/21/10(Sun)06:46 No.41477
    invite please. [email protected]
    >> Anonymous 02/21/10(Sun)07:51 No.41516
    invite plx

    spicypixel at gmail.com
    >> Anonymous 02/21/10(Sun)08:09 No.41527
         File1266757794.jpg-(29 KB, 535x360, 1241026551170.jpg)
    29 KB
    I'm kinda new to programing but I've learned quite abit about Java and Python
    I'm also new to modelling but I would like to help in any way possible, if only to improve my modelling abilities
    invite plox: [email protected]
    >> Anonymous 02/21/10(Sun)08:56 No.41564
    invite plz. I already have wave. [email protected]
    >> Anonymous 02/21/10(Sun)08:58 No.41567
    ease of use: Unity
    better shaders: UDK

    /thread and GTFO
    >> Anonymous 02/21/10(Sun)09:09 No.41579
    >>41567
    So given the choice between having a gorgeous project that will die before the first prototype is released and an okay looking project that might actually make it to completion, you're shooting for the former?

    Also there's the possibility of writing your own shaders for Unity, so hopefully someone's put out some better ones somewhere. If not though it still looks pretty decent for what we need it to be.
    >> Anonymous 02/21/10(Sun)09:18 No.41582
    >>41516
    Got a wave account, now need invite
    >> Anonymous 02/21/10(Sun)09:21 No.41585
    >>41582
    Should be permissioned now.
    >> Anonymous 02/21/10(Sun)15:36 No.41837
    Never got my invite to the Wave...

    I already have Wave, I need an invite to THE Wave.


    [email protected]
    >> Anonymous 02/21/10(Sun)18:21 No.42002
    Would like a wave invite if anyone has any to spair, email is [email protected]
    >> Anonymous 02/21/10(Sun)18:53 No.42026
    [email protected]
    invite pls?
    >> Anonymous 02/21/10(Sun)18:56 No.42034
    pls invite me in the wave i have google wave now thanks
    >> Anonymous 02/21/10(Sun)18:59 No.42040
    what about /v/'s Pressure?
    >> Anonymous 02/21/10(Sun)19:09 No.42051
    >>42040
    That board's been abandoned for nearly a year, now. The things they want to do in the game require some pretty involved stuff programmatically - lots of fluid dynamics, /everything/ needing to be destructible, etc.

    I mean it sounds like an awesome game and it'd be incredible to play if it were made like they envisioned it, but the scope is just... huge. There's a /reason/ it hasn't been made in the two...? Three years? since it was first suggested.

    We need to keep our scope small if we want to have a chance of finishing.
    >> Anonymous 02/21/10(Sun)20:05 No.42072
    >>42051

    Agreed. Nothing too ambitious for a first title. We have to walk before we can run.
    >> Anonymous 02/21/10(Sun)20:27 No.42086
    Would you kindly send me a wave invite:

    [email protected]
    >> Alex 02/21/10(Sun)20:47 No.42103
    Following the requests of a couple of anons and the complaints about the Wave of many more, we're going to make a move to a forum/wiki combination. You'll still need to register, but once you have the URL you don't need outside help to get in.

    NEW /3/ VIDYA FORUM:
    http://noobody.org/forum/index.php

    I don't plan on making us move again - once is bad enough. It's fairly empty-ish now. We JUST got it set up, so the Wavers will be trickling in over the next day or two.

    See you all there.
    >> Anonymous 02/21/10(Sun)21:15 No.42136
    I can't seem to start a new topic in Modelling. There is a button for it in General, but not in any of the other boards.
    >> Anonymous 02/21/10(Sun)21:19 No.42143
    K, I can post in Programming now
    >> Anonymous 02/21/10(Sun)21:37 No.42164
    Hey /3/
    /lit/ here. You may have heard we're trying to get a project going that is essentially an online magazine featuring original works by anons.

    We've heard about this game that you guys have been working on for a while and wanted to know if someone in the know about it would like to write an article about it.
    To learn more about us check out
    http://zinewritersguild.wikia.com/wiki//lit/%27s_Zine_Writers_Guild_Wiki
    >> Anonymous 02/21/10(Sun)21:43 No.42173
    >>42164
    The idea's been floating around for maybe four or five days. We're still in early planning. Aside from a couple of really shitty drawings we don't have anything produced besides discussion. Once we have something worth sharing, we'll share it. Might want to check back in on us in a week.
    >> Anonymous 02/21/10(Sun)23:22 No.42256
    flip the idea on its head...... ill throw an idea out there.

    you are a an alien being based in a totally chemical -organic tech frame ( dont even follow bipedal convention), you find a wreckage of a human
    space station........ what is it? its not organic?, what happened?, why is it all blown to hell? its so strange so alien yes to player so familiar....you have to learn as the alien to understand.

    - cant read, cant understand languages, its a particularity hostile environment to you, you don't know what an AI is, you are not familiar with its technology even.


    etc etc, you can see where im going with this
    >> Anonymous 02/22/10(Mon)01:48 No.42357
    >>42103
    Agreed on having a forum. I'm finding it hard keeping track of a wave already that size and with that many levels of indent.

    Unbump for minor relevance.
    >> Anonymous 02/22/10(Mon)03:18 No.42406
    Page 2. :|
    >> Anonymous 02/22/10(Mon)03:51 No.42417
    >>42256
    Sounds too complicated and gay for me.
    >> Anonymous 02/22/10(Mon)04:44 No.42441
    I just finally got into the Wave, and it's a pain to use. It's cluttered and slow as hell for me. The forum is way better and I think it ensures more thought-out posts.
    So yeah.
    >> Anonymous 02/22/10(Mon)05:03 No.42449
    >>42441
    Glad to know we made the right decision. :)

    Now if we could just get people actually using it. 14 registered users and a whopping 6 posts, 3 of which are done by the same person.
    >> rutgerskid !!HDoYySfakz9 02/22/10(Mon)05:10 No.42452
    I joined the forum, seems like its gonna be much more organized than Wave.
    >> Anonymous 02/22/10(Mon)11:57 No.42585
    I agree
    >> I forgot the joke but your mother is a whore !!iTgxkHFbL3h 02/22/10(Mon)12:58 No.42630
    i already have a wave account - how do i join discussion?
    >> Anonymous 02/22/10(Mon)13:01 No.42631
    >>42630
    Use the forum.
    http://noobody.org/forum/index.php
    >> I forgot the joke but your mother is a whore !!iTgxkHFbL3h 02/22/10(Mon)13:08 No.42633
    >>42631
    Thanks.
    Im a 3d/2d artist + game designer with 4 years experience, and i hope i'll be usefull somehow.
    >> Anonymous 02/22/10(Mon)13:40 No.42666
    >>42633
    Well if that is the case you should be director or something. The majority of people on 4chan, on this board AND who will participate to the project are probably underage, and certainly have very few experience.
    In any case you are most welcome to participate in the forum. Why not even, if you have some basic principles, guidelines, workflows... hints, post them as a general guide and have the topic stickied. You know, like the 12 principles of animation, but for game design.
    >> Anonymous 02/22/10(Mon)13:42 No.42669
    Hey all, film/video game scoring major here (berklee college of music)

    I'd love to help, and i've got quite a bit of experience with scoring.

    wave: thealexster()gmail dot com
    I'll also hop on the forums.
    >> Anonymous 02/22/10(Mon)13:47 No.42671
    >>42631
    Does your fail really need to spread into a forum? Do we all need to hear about "teehee I like playing with models on tabletops, that makes me creative"?
    >> Anonymous 02/22/10(Mon)13:50 No.42676
    >>42669
    Your mother has got quite a bit of experience with scoring.

    (inb4 the Sean Connery tripfag makes the same joke)
    >> Anonymous 02/22/10(Mon)13:52 No.42680
    >>42676
    I forget the rest of the joke...
    >> Anonymous 02/22/10(Mon)18:22 No.42848
    I'm a Unity Developer and offer my assistance to this project....



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